anv: Avoid emitting UBO surface states that won't be used
This shaves around 4-5% off of a CPU-limited example running with the Dawn WebGPU implementation. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -2118,7 +2118,8 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer,
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return VK_SUCCESS;
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}
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struct anv_pipeline_bind_map *map = &pipeline->shaders[stage]->bind_map;
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struct anv_shader_bin *bin = pipeline->shaders[stage];
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struct anv_pipeline_bind_map *map = &bin->bind_map;
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if (map->surface_count == 0) {
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*bt_state = (struct anv_state) { 0, };
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return VK_SUCCESS;
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@@ -2292,6 +2293,16 @@ emit_binding_table(struct anv_cmd_buffer *cmd_buffer,
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break;
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case VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC:
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/* If the shader never does any UBO pulls (this is a fairly common
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* case) then we don't need to fill out those binding table entries.
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* The real cost savings here is that we don't have to build the
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* surface state for them which is surprisingly expensive when it's
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* on the hot-path.
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*/
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if (!bin->prog_data->has_ubo_pull)
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continue;
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/* Fall through */
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case VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC: {
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/* Compute the offset within the buffer */
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uint32_t dynamic_offset =
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